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[NEWS] Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 7:49 pm
by Martin [KK]
TOXIKK - STEAM EARLY ACCESS
BETA ROADMAP


GENERAL

This roadmap of TOXIKK's Early Access Beta on Steam outlines all major milestones and test focus of all builds to come before TOXIKK's hits its full release (1.0).

Besides the below listed major builds, we'll also continuously deploy small updates and critical hot fixes. This roadmap is a rough estimation. The list is in a constant flow and will be updated regularly. It is also not entirely complete, as it doesn't address e.g. match making features, advanced cosmetic customizations, mutators and stuff like that...

We rely highly on community interaction to find the best balance and a final setup for weapons, movement, network stability and many other features. So, please help us make TOXIKK an awesome game for everyone!


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BUILD: V0.7, WASABI, DATE: JANUARY 22


STAGE COMPLETED
WASABI PATCH NOTES:


PATCH #001, V0.71, Jan. 29, 2015
PATCH #002, V.073, Feb. 07, 2015


DESCRIPTION:
First Public Build Generation (Early Access Release), 1 Map, 2 Game Modes, 7 Weapons

TEST FOCUS:
General build and network stability (dedicated official and private servers, listen servers, LAN) and evaluating required network resources, weapon balance in a small, close-cornered map, UI/user-friendliness, general proof of movement principles, general feature discussion and tweaking, single-player (bot mode) testing

NEW MAP(S):
Futuristic Asian Slum Environment
(Classic Map, Designed for up to 8 Players)

NEW GAME MODE(S):
BL - Bloodlust (Deathmatch)
SA - Squad Assault (Team Deathmatch)

NEW WEAPON(S):
RA – Raven
BC – Bullcraft
FC – Falcon
CB – Cerberus
SR – Stingray
DN – Dragoneer
VL – Violator

NOTES:
For TOXIKK's public debut, we plan to highly focus on the weapons balance, tweaking the movement and establishing the most basic game modes (Deathmatch and Team Deathmatch) as everything else in the game will be pretty much based on the mechanics of these two modes. The build will also be limited to just one map, to really set a test focus and to not get reports about features and/or maps that don't focus on the above mentioned features. Another major point will be the evaluation of required network resources and infrastructure.


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BUILD: V0.75, CURRY, DATE: FEBRUARY 16


STAGE COMPLETED
CURRY PATCH NOTES:


PATCH #003, V0.75, Feb. 16, 2015


DESCRIPTION:
Second Major Build Generation, 2 Maps, 3 Game Modes, 8 Weapons

TEST FOCUS:
Tweaking build and network stability, introducing vehicles, weapon balance in large, open environments, improving UI/user-friendliness, movement principles in wide open areas, general feature discussion and tweaking

NEW MAP(S):
Rocky Mountains Setting with Futuristic Mining Installation
(Massive Map with Vehicle Support, Designed for up to 16 Players)

NEW GAME MODE(S):
CC - Cell Capture (Capture the Flag and VCTF)

NEW VEHICLE(S):
RH – Rhino
PT – Phantom
BA – Banshee
ST – Streamer

NEW WEAPON(S):
HR – Hellraiser

NOTES:
This build introduces so called Massive Maps (designed for up to 16 players) with vehicle support. We'll focus on realizing the conclusions found in the Wasabi Build and expand the focus for the movement system and the weapon balance on wider and open maps.


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BUILD: V0.8, BASIL, DATE: MARCH 06


STAGE COMPLETED
BASIL PATCH NOTES:


PATCH #004, V0.80, Mar. 06, 2015
PATCH #005, V0.82, Mar. 28, 2015


DESCRIPTION:
Third Major Build Generation, 3 Maps, 3 Game Modes, 9 Weapons

TEST FOCUS:
Finalizing vehicles, improving build and network stability, proof of principle for weapon balance and movement in small, medium and large maps, improving UI/user-friendliness, general feature discussion and tweaking, new achievements

NEW MAP(S):
Guatemala Temple Environment
(Classic Map, Designed for up to 8 Players)

NEW WEAPON(S):
RV – Ravager

NOTES:
This build will focus on validating the conclusions for the movement system and the weapon balance found in small, close-cornered maps as well as wide open areas with the release of a medium sized map. The Basil build will also conclude the weapons setup.


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BUILD: V0.85, PARSLEY, DATE: APRIL 22


STAGE COMPLETED
PARSLEY PATCH NOTES:


PATCH #006, V0.85, Apr. 22, 2015
PATCH #007, V0.86, May 09, 2015
PATCH #008, V0.88, June 25, 2015
PATCH #009, V0.89, Sep. 05, 2015


DESCRIPTION:
Fourth Major Build Generation, 6 Maps, 3 Game Modes, 9 Weapons

TEST FOCUS:
Advanced tweaking of weapon balance and movement in small, medium and large maps, final implementation of skill class system, new victory ceremony, map voting, general feature discussion and tweaking

NEW MAP(S):
Cambodia Jungle Environment
(Classic Map, Designed for up to 8 Players)
Foundation XL
(Massive Map, Designed for up to 16 Players)
Artifact XL
(Massive Map, Designed for up to 16 Players)

NEW GAME MODE(S):
CC - Cell Capture (CTF, same as current CC mode, but without vehicles)

NOTES:
This update comes with three maps: Since the weapon balance, movement system and all general features should be pretty much polished at this point, we can focus on implementing more content. The game modes CC (non-vehicles), AR and LS are based on already implemented game modes, so we don't expect them to be too test-heavy. We also plan to address the release of the SDKK with this update, to enable the community to build own content for the game.


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BUILD: V0.9, GINGER, DATE: OCTOBER 20

CURRENT STAGE
GINGER PATCH NOTES:


PATCH #010, V0.9, Oct. 20, 2015
PATCH #011, V0.92, Dec. 02, 2015
PATCH #012, V0.94, Jan. 18, 2016


DESCRIPTION:
Fifth Major Build Generation, 8 Maps, 6 Game Modes, 9 Weapons

TEST FOCUS:
Releasing two more maps and polishing the existing maps and game modes, adding three more game modes, releasing the SDKK, general feature discussion and tweaking

NEW MAP(S):
Futuristic Tech Laboratory (DEKK)
(Classic Map, Designed for up to 8 Players)
Italian Private Island (CASTELLO)
(Classic Map, Designed for up to 8 Players)

NEW GAME MODE(S):
AD – Area Domination (Domination)
AR – Arch Rivals (Duel)
LS - Lone Survivor (Last Man Standing)

NOTES:
This update comes with two new maps and three new game modes (AD, AR and LS). This build generation will also see the release of the SDKK. On October 11, a bunch of changes/edits were done to this milestone. Read all the details about the edits HERE.


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BUILD: V1.0, VANILLA, DATE: Q1/2016

DESCRIPTION:
Final Build Generation, 9 Maps, 6 Game Modes, 9 Weapons

TEST FOCUS:
Polishing the maps and game modes, general feature discussion and tweaking

NEW MAP(S):
Futuristic Metropolis Rooftops
(Massive Map, Designed for up to 16 Players)

NOTES:
There will also be a lot of surprise content for the 1.0 release that didn't get a mention in this roadmap. We'll add more/edit these notes the sooner we get to the release of the Vanilla build.

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CHANGE LOG

FEB. 10, 2015
  • Changed the release date of V0.75 Curry Build from first half of February to February 16

FEB. 27, 2015
  • Changed the release date of V0.8 Basil Build from second half of February to March 06

MAY 06, 2015
  • Changed the release date of V0.85 Parsley Build from second half of March to April 22
  • Added Gamemode "Non-Vehicle CC" to Parsley Generation
  • Added Map Artifact XL (Non-Vehicle CC Map) to Parsley Build Generation
  • Added Map Foundation XL (Non-Vehicle CC Map)to Parsley Build Generation
  • Removed Map "Futuristic Tech Laboratory" from Parsley Build Generation
  • Added Map "Futuristic Tech Laboratory" to Ginger Build Generation
  • Removed Map "Biodome Arboretum" from Vanilla Build Generation
  • Changed the release date of V0.9 Ginger from April to TBA
  • Changed the release date of V1.0 Vanilla from May to TBA

OCT 11, 2015
This build generation had multiple changes/edits.
Read all the details about it HERE


  • Changed the release date for the Ginger build generation from TBA to October 20
  • Removed Game Modes Arch Rivals (AR) and Lone Survivor (LS) from Parsley build generation
  • Added Game Modes Arch Rivals (AR) and Lone Survivor (LS) to Ginger build generation
  • Changed the full release date (v1.0) from TBA to Q1/2016
  • Added the SDKK release to the Ginger build generation

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 7:52 pm
by flexserve
Looks logical. GG

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 7:52 pm
by thall
This sounds great to me. Keep up the work guys, I'm really excited to try this out later today!

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 7:55 pm
by GH05TF4C3
Sounds awesome!
Let's do this!

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 7:55 pm
by sixstorm
Interesting roadmap, I like it. Testing the weapons out very carefully is a great idea. Can't wait to play later today.

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 7:57 pm
by Unreliable
Looks good! It's great to know what is going to happen down the road. You guys are awesome!

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 7:57 pm
by stahlpest
Good plan. Commend creator.

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 7:57 pm
by Black River
Perfect! Let us go!

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 8:02 pm
by zephroskash
Sounds fucking awesome! Image

Re: NEWS: Early Access Beta Roadmap

PostPosted: Thu Jan 22, 2015 8:05 pm
by MrFunkyFunk
Why spices for the different builds names? :D
A nice interesting read, thank you guys.

With the SDK released (?) in march: Is there a chance the very best community-made map(s) could become officials ones towards the end of the testing phase?